irrlicht/source/Irrlicht/CSkinnedMesh.cpp

1360 lines
32 KiB
C++

// Copyright (C) 2002-2006 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
#include "CSkinnedMesh.h"
#include "CBoneSceneNode.h"
#include "IAnimatedMeshSceneNode.h"
#include "os.h"
namespace irr
{
namespace scene
{
//! constructor
CSkinnedMesh::CSkinnedMesh()
: SkinningBuffers(0), HasAnimation(0), PreparedForSkinning(0),
AnimationFrames(0.f), lastAnimatedFrame(0.f), lastSkinnedFrame(0.f),
BoneControlUsed(false), AnimateNormals(0), InterpolationMode(EIM_LINEAR)
{
#ifdef _DEBUG
setDebugName("CSkinnedMesh");
#endif
SkinningBuffers=&LocalBuffers;
}
//! destructor
CSkinnedMesh::~CSkinnedMesh()
{
for (u32 i=0; i<AllJoints.size(); ++i)
delete AllJoints[i];
for (u32 j=0; j<LocalBuffers.size(); ++j)
{
if (LocalBuffers[j])
LocalBuffers[j]->drop();
}
}
//! returns the amount of frames in milliseconds.
//! If the amount is 1, it is a static (=non animated) mesh.
u32 CSkinnedMesh::getFrameCount() const
{
return core::floor32(AnimationFrames);
}
//! returns the animated mesh based on a detail level. 0 is the lowest, 255 the highest detail. Note, that some Meshes will ignore the detail level.
IMesh* CSkinnedMesh::getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop)
{
//animate(frame,startFrameLoop, endFrameLoop);
if (frame==-1)
return this;
animateMesh((f32)frame, 1.0f);
buildAll_LocalAnimatedMatrices();
buildAll_GlobalAnimatedMatrices();
skinMesh();
return this;
}
//--------------------------------------------------------------------------
// Keyframe Animation
//--------------------------------------------------------------------------
//! Animates this mesh's joints based on frame input
//! blend: {0-old position, 1-New position}
void CSkinnedMesh::animateMesh(f32 frame, f32 blend)
{
if ( !HasAnimation || lastAnimatedFrame==frame)
return;
lastAnimatedFrame=frame;
if (blend<=0.f)
return; //No need to animate
for (u32 i=0; i<AllJoints.size(); ++i)
{
//To Bitplane: The joints can be animated here with no input from their parents, but for setAnimationMode extra checks are needed to their parents
SJoint *Joint = AllJoints[i];
const core::vector3df oldPosition = Joint->Animatedposition;
const core::vector3df oldScale = Joint->Animatedscale;
const core::quaternion oldRotation = Joint->Animatedrotation;
core::vector3df position = oldPosition;
core::vector3df scale = oldScale;
core::quaternion rotation = oldRotation;
if (!BoneControlUsed)
{
Joint->positionHint=-1;
Joint->scaleHint=-1;
Joint->rotationHint=-1;
}
getFrameData(frame, Joint,
position, Joint->positionHint,
scale, Joint->scaleHint,
rotation, Joint->rotationHint);
if (blend==1.0f)
{
//No blending needed
Joint->Animatedposition = position;
Joint->Animatedscale = scale;
Joint->Animatedrotation = rotation;
}
else
{
//Blend animation
Joint->Animatedposition = core::lerp(oldPosition, position, blend);
Joint->Animatedscale = core::lerp(oldScale, scale, blend);
Joint->Animatedrotation.slerp(oldRotation, rotation, blend);
}
//Note:
//_LocalAnimatedMatrix needs to be built at some point, but this function may be called lots of times for
//one render (to play two animations at the same time) _LocalAnimatedMatrix only needs to be built once.
//a call to buildAllLocalAnimatedMatrices is needed before skinning the mesh, and before the user gets the joints to move
//----------------
// Temp!
buildAll_LocalAnimatedMatrices();
//-----------------
}
BoneControlUsed=false;
}
void CSkinnedMesh::buildAll_LocalAnimatedMatrices()
{
for (u32 i=0; i<AllJoints.size(); ++i)
{
SJoint *Joint = AllJoints[i];
//Could be faster:
if (Joint->UseAnimationFrom &&
(Joint->UseAnimationFrom->PositionKeys.size() ||
Joint->UseAnimationFrom->ScaleKeys.size() ||
Joint->UseAnimationFrom->RotationKeys.size() ))
{
Joint->LocalAnimatedMatrix.makeIdentity();
Joint->LocalAnimatedMatrix.setTranslation(Joint->Animatedposition);
Joint->LocalAnimatedMatrix*=Joint->Animatedrotation.getMatrix();
if (Joint->ScaleKeys.size())
{
//Joint->_LocalAnimatedMatrix.setScale(Joint->_Animatedscale);
core::matrix4 scaleMatrix;
scaleMatrix.setScale(Joint->Animatedscale);
Joint->LocalAnimatedMatrix *= scaleMatrix;
}
}
else
{
Joint->LocalAnimatedMatrix=Joint->LocalMatrix;
}
}
}
void CSkinnedMesh::buildAll_GlobalAnimatedMatrices(SJoint *Joint, SJoint *ParentJoint)
{
if (!Joint)
{
for (u32 i=0; i<RootJoints.size(); ++i)
buildAll_GlobalAnimatedMatrices(RootJoints[i], 0);
return;
}
else
{
// Find global matrix...
if (!ParentJoint)
Joint->GlobalAnimatedMatrix = Joint->LocalAnimatedMatrix;
else
Joint->GlobalAnimatedMatrix = ParentJoint->GlobalAnimatedMatrix * Joint->LocalAnimatedMatrix;
}
for (u32 j=0; j<Joint->Children.size(); ++j)
buildAll_GlobalAnimatedMatrices(Joint->Children[j], Joint);
}
void CSkinnedMesh::getFrameData(f32 frame, SJoint *Joint,
core::vector3df &position, s32 &positionHint,
core::vector3df &scale, s32 &scaleHint,
core::quaternion &rotation, s32 &rotationHint)
{
s32 foundPositionIndex = -1;
s32 foundScaleIndex = -1;
s32 foundRotationIndex = -1;
if (Joint->UseAnimationFrom)
{
const core::array<SPositionKey> &PositionKeys=Joint->UseAnimationFrom->PositionKeys;
const core::array<SScaleKey> &ScaleKeys=Joint->UseAnimationFrom->ScaleKeys;
const core::array<SRotationKey> &RotationKeys=Joint->UseAnimationFrom->RotationKeys;
if (PositionKeys.size())
{
foundPositionIndex = -1;
//Test the Hints...
if ((u32)positionHint < PositionKeys.size())
{
//check this hint
if (PositionKeys[positionHint].frame>=frame && PositionKeys[positionHint-1].frame<frame )
foundPositionIndex=positionHint;
else if (positionHint+1 < (s32)PositionKeys.size())
{
//check the next index
if ( PositionKeys[positionHint+1].frame>=frame &&
PositionKeys[positionHint+0].frame<frame)
{
positionHint++;
foundPositionIndex=positionHint;
}
}
}
//The hint test failed, do a full scan...
if (foundPositionIndex==-1)
{
for (u32 i=0; i<PositionKeys.size(); ++i)
{
if (PositionKeys[i].frame >= frame) //Keys should to be sorted by frame
{
foundPositionIndex=i;
positionHint=i;
break;
}
}
}
//Do interpolation...
if (foundPositionIndex!=-1)
{
if (InterpolationMode==EIM_CONSTANT || foundPositionIndex==0)
{
position = PositionKeys[foundPositionIndex].position;
}
else if (InterpolationMode==EIM_LINEAR)
{
const SPositionKey& KeyA = PositionKeys[foundPositionIndex];
const SPositionKey& KeyB = PositionKeys[foundPositionIndex-1];
const f32 fd1 = frame - KeyA.frame;
const f32 fd2 = KeyB.frame - frame;
position = ((KeyB.position-KeyA.position)/(fd1+fd2))*fd1 + KeyA.position;
}
}
}
//------------------------------------------------------------
if (ScaleKeys.size())
{
foundScaleIndex = -1;
//Test the Hints...
if ((u32)scaleHint < ScaleKeys.size())
{
//check this hint
if (ScaleKeys[scaleHint].frame>=frame && ScaleKeys[scaleHint-1].frame<frame )
foundScaleIndex=scaleHint;
else if (scaleHint+1 < (s32)ScaleKeys.size())
{
//check the next index
if ( ScaleKeys[scaleHint+1].frame>=frame &&
ScaleKeys[scaleHint+0].frame<frame)
{
scaleHint++;
foundScaleIndex=scaleHint;
}
}
}
//The hint test failed, do a full scan...
if (foundScaleIndex==-1)
{
for (u32 i=0; i<ScaleKeys.size(); ++i)
{
if (ScaleKeys[i].frame >= frame) //Keys should to be sorted by frame
{
foundScaleIndex=i;
scaleHint=i;
break;
}
}
}
//Do interpolation...
if (foundScaleIndex!=-1)
{
if (InterpolationMode==EIM_CONSTANT || foundScaleIndex==0)
{
scale = ScaleKeys[foundScaleIndex].scale;
}
else if (InterpolationMode==EIM_LINEAR)
{
const SScaleKey& KeyA = ScaleKeys[foundScaleIndex];
const SScaleKey& KeyB = ScaleKeys[foundScaleIndex-1];
const f32 fd1 = frame - KeyA.frame;
const f32 fd2 = KeyB.frame - frame;
scale = ((KeyB.scale-KeyA.scale)/(fd1+fd2))*fd1 + KeyA.scale;
}
}
}
//-------------------------------------------------------------
if (RotationKeys.size())
{
foundRotationIndex = -1;
//Test the Hints...
if ((u32)rotationHint < RotationKeys.size())
{
//check this hint
if (RotationKeys[rotationHint].frame>=frame && RotationKeys[rotationHint-1].frame<frame )
foundRotationIndex=rotationHint;
else if (rotationHint+1 < (s32)RotationKeys.size())
{
//check the next index
if ( RotationKeys[rotationHint+1].frame>=frame &&
RotationKeys[rotationHint+0].frame<frame)
{
rotationHint++;
foundRotationIndex=rotationHint;
}
}
}
//The hint test failed, do a full scan...
if (foundRotationIndex==-1)
{
for (u32 i=0; i<RotationKeys.size(); ++i)
{
if (RotationKeys[i].frame >= frame) //Keys should be sorted by frame
{
foundRotationIndex=i;
rotationHint=i;
break;
}
}
}
//Do interpolation...
if (foundRotationIndex!=-1)
{
if (InterpolationMode==EIM_CONSTANT || foundRotationIndex==0)
{
rotation = RotationKeys[foundRotationIndex].rotation;
}
else if (InterpolationMode==EIM_LINEAR)
{
const SRotationKey& KeyA = RotationKeys[foundRotationIndex];
const SRotationKey& KeyB = RotationKeys[foundRotationIndex-1];
const f32 fd1 = frame - KeyA.frame;
const f32 fd2 = KeyB.frame - frame;
const f32 t = fd1/(fd1+fd2);
/*
f32 t = 0;
if (KeyA.frame!=KeyB.frame)
t = (frame-KeyA.frame) / (KeyB.frame - KeyA.frame);
*/
rotation.slerp(KeyA.rotation, KeyB.rotation, t);
}
}
}
}
}
//--------------------------------------------------------------------------
// Software Skinning
//--------------------------------------------------------------------------
//! Preforms a software skin on this mesh based of joint positions
void CSkinnedMesh::skinMesh()
{
if ( !HasAnimation)
return;
//----------------
// Temp!
buildAll_GlobalAnimatedMatrices();
//-----------------
//Software skin....
u32 i;
//rigid animation
for (i=0; i<AllJoints.size(); ++i)
{
for (u32 j=0; j<AllJoints[i]->AttachedMeshes.size(); ++j)
{
SSkinMeshBuffer* Buffer=(*SkinningBuffers)[ AllJoints[i]->AttachedMeshes[j] ];
Buffer->Transformation=AllJoints[i]->GlobalAnimatedMatrix;
}
}
//clear skinning helper array
for (i=0; i<Vertices_Moved.size(); ++i)
for (u32 j=0; j<Vertices_Moved[i].size(); ++j)
Vertices_Moved[i][j]=false;
//skin starting with the root joints
for (i=0; i<RootJoints.size(); ++i)
SkinJoint(RootJoints[i], 0);
}
void CSkinnedMesh::SkinJoint(SJoint *Joint, SJoint *ParentJoint)
{
if (Joint->Weights.size())
{
//Find this joints pull on vertices...
core::matrix4 JointVertexPull(core::matrix4::EM4CONST_NOTHING);
JointVertexPull.setbyproduct(Joint->GlobalAnimatedMatrix, Joint->GlobalInversedMatrix);
core::vector3df ThisVertexMove, ThisNormalMove;
core::array<scene::SSkinMeshBuffer*> &BuffersUsed=*SkinningBuffers;
//Skin Vertices Positions and Normals...
for (u32 i=0; i<Joint->Weights.size(); ++i)
{
SWeight& weight = Joint->Weights[i];
// Pull this vertex...
JointVertexPull.transformVect(ThisVertexMove, weight.StaticPos);
if (AnimateNormals)
JointVertexPull.rotateVect(ThisNormalMove, weight.StaticNormal);
if (! (*(weight.Moved)) )
{
*(weight.Moved) = true;
BuffersUsed[weight.buffer_id]->getVertex(weight.vertex_id)->Pos = ThisVertexMove * weight.strength;
if (AnimateNormals)
BuffersUsed[weight.buffer_id]->getVertex(weight.vertex_id)->Normal = ThisNormalMove * weight.strength;
//*(weight._Pos) = ThisVertexMove * weight.strength;
}
else
{
BuffersUsed[weight.buffer_id]->getVertex(weight.vertex_id)->Pos += ThisVertexMove * weight.strength;
if (AnimateNormals)
BuffersUsed[weight.buffer_id]->getVertex(weight.vertex_id)->Normal += ThisNormalMove * weight.strength;
//*(weight._Pos) += ThisVertexMove * weight.strength;
}
}
}
//Skin all children
for (u32 j=0; j<Joint->Children.size(); ++j)
SkinJoint(Joint->Children[j], Joint);
}
E_ANIMATED_MESH_TYPE CSkinnedMesh::getMeshType() const
{
return EAMT_SKINNED;
}
//! Gets joint count.
u32 CSkinnedMesh::getJointCount() const
{
return AllJoints.size();
}
//! Gets the name of a joint.
const c8* CSkinnedMesh::getJointName(u32 number) const
{
if (number >= AllJoints.size())
return 0;
return AllJoints[number]->Name.c_str();
}
//! Gets a joint number from its name
s32 CSkinnedMesh::getJointNumber(const c8* name) const
{
for (u32 i=0; i<AllJoints.size(); ++i)
{
if (AllJoints[i]->Name == name)
return i;
}
return -1;
}
//! returns amount of mesh buffers.
u32 CSkinnedMesh::getMeshBufferCount() const
{
return LocalBuffers.size();
}
//! returns pointer to a mesh buffer
IMeshBuffer* CSkinnedMesh::getMeshBuffer(u32 nr) const
{
if (nr < LocalBuffers.size())
return LocalBuffers[nr];
else
return 0;
}
//! Returns pointer to a mesh buffer which fits a material
IMeshBuffer* CSkinnedMesh::getMeshBuffer(const video::SMaterial &material) const
{
for (u32 i=0; i<LocalBuffers.size(); ++i)
{
if (LocalBuffers[i]->getMaterial() == material)
return LocalBuffers[i];
}
return 0;
}
//! returns an axis aligned bounding box
const core::aabbox3d<f32>& CSkinnedMesh::getBoundingBox() const
{
return BoundingBox;
}
//! set user axis aligned bounding box
void CSkinnedMesh::setBoundingBox( const core::aabbox3df& box)
{
BoundingBox = box;
}
//! sets a flag of all contained materials to a new value
void CSkinnedMesh::setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
{
for (u32 i=0; i<LocalBuffers.size(); ++i)
LocalBuffers[i]->Material.setFlag(flag,newvalue);
}
//! uses animation from another mesh
bool CSkinnedMesh::useAnimationFrom(const ISkinnedMesh *mesh)
{
bool unmatched=false;
for(u32 i=0;i<AllJoints.size();++i)
{
SJoint *joint=AllJoints[i];
joint->UseAnimationFrom=0;
if (joint->Name=="")
unmatched=true;
else
{
for(u32 j=0;j<mesh->getAllJoints().size();++j)
{
SJoint *otherJoint=mesh->getAllJoints()[j];
if (joint->Name==otherJoint->Name)
{
joint->UseAnimationFrom=otherJoint;
}
}
if (!joint->UseAnimationFrom) unmatched=true;
}
}
checkForAnimation();
return !unmatched;
}
//!Update Normals when Animating
//!False= Don't (default)
//!True= Update normals, slower
void CSkinnedMesh::updateNormalsWhenAnimating(bool on)
{
AnimateNormals = on;
}
//!Sets Interpolation Mode
void CSkinnedMesh::setInterpolationMode(E_INTERPOLATION_MODE mode)
{
InterpolationMode = mode;
}
core::array<scene::SSkinMeshBuffer*> &CSkinnedMesh::getMeshBuffers()
{
return LocalBuffers;
}
core::array<CSkinnedMesh::SJoint*> &CSkinnedMesh::getAllJoints()
{
return AllJoints;
}
const core::array<CSkinnedMesh::SJoint*> &CSkinnedMesh::getAllJoints() const
{
return AllJoints;
}
void CSkinnedMesh::CalculateGlobalMatrixes(SJoint *Joint,SJoint *ParentJoint)
{
if (!Joint && ParentJoint) // bit of protection from endless loops
return;
//Go through the root bones
if (!Joint)
{
for (u32 i=0; i<RootJoints.size(); ++i)
CalculateGlobalMatrixes(RootJoints[i],0);
return;
}
if (!ParentJoint)
Joint->GlobalMatrix = Joint->LocalMatrix;
else
Joint->GlobalMatrix = ParentJoint->GlobalMatrix * Joint->LocalMatrix;
Joint->LocalAnimatedMatrix=Joint->LocalMatrix;
Joint->GlobalAnimatedMatrix=Joint->GlobalMatrix;
if (Joint->GlobalInversedMatrix.isIdentity())//might be pre calculated
{
Joint->GlobalInversedMatrix = Joint->GlobalMatrix;
Joint->GlobalInversedMatrix.makeInverse(); // slow
}
for (u32 j=0; j<Joint->Children.size(); ++j)
CalculateGlobalMatrixes(Joint->Children[j],Joint);
}
void CSkinnedMesh::checkForAnimation()
{
u32 i,j;
//Check for animation...
HasAnimation = false;
for(i=0;i<AllJoints.size();++i)
{
if (AllJoints[i]->UseAnimationFrom)
{
if (AllJoints[i]->UseAnimationFrom->PositionKeys.size() ||
AllJoints[i]->UseAnimationFrom->ScaleKeys.size() ||
AllJoints[i]->UseAnimationFrom->RotationKeys.size() )
{
HasAnimation = true;
}
}
}
//meshes with weights, are still counted as animated for ragdolls, etc
if (!HasAnimation)
{
for(i=0;i<AllJoints.size();++i)
{
if (AllJoints[i]->Weights.size())
HasAnimation = true;
}
}
if (HasAnimation)
{
//--- Find the length of the animation ---
AnimationFrames=0;
for(i=0;i<AllJoints.size();++i)
{
if (AllJoints[i]->UseAnimationFrom)
{
if (AllJoints[i]->UseAnimationFrom->PositionKeys.size())
if (AllJoints[i]->UseAnimationFrom->PositionKeys.getLast().frame > AnimationFrames)
AnimationFrames=AllJoints[i]->UseAnimationFrom->PositionKeys.getLast().frame;
if (AllJoints[i]->UseAnimationFrom->ScaleKeys.size())
if (AllJoints[i]->UseAnimationFrom->ScaleKeys.getLast().frame > AnimationFrames)
AnimationFrames=AllJoints[i]->UseAnimationFrom->ScaleKeys.getLast().frame;
if (AllJoints[i]->UseAnimationFrom->RotationKeys.size())
if (AllJoints[i]->UseAnimationFrom->RotationKeys.getLast().frame > AnimationFrames)
AnimationFrames=AllJoints[i]->UseAnimationFrom->RotationKeys.getLast().frame;
}
}
}
if (HasAnimation && !PreparedForSkinning)
{
PreparedForSkinning=true;
//check for bugs:
for(i=0; i < AllJoints.size(); ++i)
{
SJoint *Joint = AllJoints[i];
for (j=0; j<Joint->Weights.size(); ++j)
{
const u16 buffer_id=Joint->Weights[j].buffer_id;
const u32 vertex_id=Joint->Weights[j].vertex_id;
//check for invalid ids
if (buffer_id>=LocalBuffers.size())
{
os::Printer::log("Skinned Mesh: Weight buffer id too large", ELL_WARNING);
Joint->Weights[j].buffer_id = Joint->Weights[j].vertex_id =0;
}
else if (vertex_id>=LocalBuffers[buffer_id]->getVertexCount())
{
os::Printer::log("Skinned Mesh: Weight vertex id too large", ELL_WARNING);
Joint->Weights[j].buffer_id = Joint->Weights[j].vertex_id =0;
}
}
}
//An array used in skinning
for (i=0; i<Vertices_Moved.size(); ++i)
for (j=0; j<Vertices_Moved[i].size(); ++j)
Vertices_Moved[i][j] = false;
// For skinning: cache weight values for speed
for (i=0; i<AllJoints.size(); ++i)
{
SJoint *Joint = AllJoints[i];
for (j=0; j<Joint->Weights.size(); ++j)
{
const u16 buffer_id=Joint->Weights[j].buffer_id;
const u32 vertex_id=Joint->Weights[j].vertex_id;
Joint->Weights[j].Moved = &Vertices_Moved[buffer_id] [vertex_id];
Joint->Weights[j].StaticPos = LocalBuffers[buffer_id]->getVertex(vertex_id)->Pos;
Joint->Weights[j].StaticNormal = LocalBuffers[buffer_id]->getVertex(vertex_id)->Normal;
//Joint->Weights[j]._Pos=&Buffers[buffer_id]->getVertex(vertex_id)->Pos;
}
}
// normalize weights
normalizeWeights();
}
}
//! called by loader after populating with mesh and bone data
void CSkinnedMesh::finalize()
{
u32 i;
lastAnimatedFrame=-1;
lastSkinnedFrame=-1;
AnimateNormals=false;
//calculate bounding box
for (i=0; i<LocalBuffers.size(); ++i)
{
LocalBuffers[i]->recalculateBoundingBox();
}
// Get BoundingBox...
if (LocalBuffers.empty())
BoundingBox.reset(0,0,0);
else
{
BoundingBox.reset(LocalBuffers[0]->BoundingBox.MaxEdge);
for (u32 j=0; j<LocalBuffers.size(); ++j)
{
BoundingBox.addInternalBox(LocalBuffers[j]->BoundingBox);
}
}
//add 5% padding to bounding box
core::vector3df Padding=BoundingBox.getExtent()*0.05f;
BoundingBox.MinEdge-=Padding;
BoundingBox.MaxEdge+=Padding;
if (AllJoints.size() || RootJoints.size())
{
// populate AllJoints or RootJoints, depending on which is empty
if (!RootJoints.size())
{
for(u32 CheckingIdx=0; CheckingIdx < AllJoints.size(); ++CheckingIdx)
{
bool foundParent=false;
for(i=0; i < AllJoints.size(); ++i)
{
for(u32 n=0; n < AllJoints[i]->Children.size(); ++n)
{
if (AllJoints[i]->Children[n] == AllJoints[CheckingIdx])
foundParent=true;
}
}
if (!foundParent)
RootJoints.push_back(AllJoints[CheckingIdx]);
}
}
else
{
AllJoints=RootJoints;
}
}
for(i=0; i < AllJoints.size(); ++i)
{
AllJoints[i]->UseAnimationFrom=AllJoints[i];
}
//Set array sizes...
for (i=0; i<LocalBuffers.size(); ++i)
{
Vertices_Moved.push_back( core::array<bool>() );
Vertices_Moved[i].set_used(LocalBuffers[i]->getVertexCount());
}
//Todo: optimise keys here...
checkForAnimation();
if (HasAnimation)
{
//--- optimize and check keyframes ---
for(i=0;i<AllJoints.size();++i)
{
core::array<SPositionKey> &PositionKeys =AllJoints[i]->PositionKeys;
core::array<SScaleKey> &ScaleKeys = AllJoints[i]->ScaleKeys;
core::array<SRotationKey> &RotationKeys = AllJoints[i]->RotationKeys;
if (PositionKeys.size()>2)
{
for(u32 j=0;j<PositionKeys.size()-2;++j)
{
if (PositionKeys[j].position == PositionKeys[j+1].position && PositionKeys[j+1].position == PositionKeys[j+2].position)
{
PositionKeys.erase(j+1); //the middle key is unneeded
--j;
}
}
}
if (PositionKeys.size()>1)
{
for(u32 j=0;j<PositionKeys.size()-1;++j)
{
if (PositionKeys[j].frame >= PositionKeys[j+1].frame) //bad frame, unneed and may cause problems
{
PositionKeys.erase(j+1);
--j;
}
}
}
if (ScaleKeys.size()>2)
{
for(u32 j=0;j<ScaleKeys.size()-2;++j)
{
if (ScaleKeys[j].scale == ScaleKeys[j+1].scale && ScaleKeys[j+1].scale == ScaleKeys[j+2].scale)
{
ScaleKeys.erase(j+1); //the middle key is unneeded
--j;
}
}
}
if (ScaleKeys.size()>1)
{
for(u32 j=0;j<ScaleKeys.size()-1;++j)
{
if (ScaleKeys[j].frame >= ScaleKeys[j+1].frame) //bad frame, unneed and may cause problems
{
ScaleKeys.erase(j+1);
--j;
}
}
}
if (RotationKeys.size()>2)
{
for(u32 j=0;j<RotationKeys.size()-2;++j)
{
if (RotationKeys[j].rotation == RotationKeys[j+1].rotation && RotationKeys[j+1].rotation == RotationKeys[j+2].rotation)
{
RotationKeys.erase(j+1); //the middle key is unneeded
--j;
}
}
}
if (RotationKeys.size()>1)
{
for(u32 j=0;j<RotationKeys.size()-1;++j)
{
if (RotationKeys[j].frame >= RotationKeys[j+1].frame) //bad frame, unneed and may cause problems
{
RotationKeys.erase(j+1);
--j;
}
}
}
//Fill empty keyframe areas
if (PositionKeys.size())
{
SPositionKey *Key;
Key=&PositionKeys[0];//getFirst
if (Key->frame!=0)
{
PositionKeys.push_front(*Key);
Key=&PositionKeys[0];//getFirst
Key->frame=0;
}
Key=&PositionKeys.getLast();
if (Key->frame!=AnimationFrames)
{
PositionKeys.push_back(*Key);
Key=&PositionKeys.getLast();
Key->frame=AnimationFrames;
}
}
if (ScaleKeys.size())
{
SScaleKey *Key;
Key=&ScaleKeys[0];//getFirst
if (Key->frame!=0)
{
ScaleKeys.push_front(*Key);
Key=&ScaleKeys[0];//getFirst
Key->frame=0;
}
Key=&ScaleKeys.getLast();
if (Key->frame!=AnimationFrames)
{
ScaleKeys.push_back(*Key);
Key=&ScaleKeys.getLast();
Key->frame=AnimationFrames;
}
}
if (RotationKeys.size())
{
SRotationKey *Key;
Key=&RotationKeys[0];//getFirst
if (Key->frame!=0)
{
RotationKeys.push_front(*Key);
Key=&RotationKeys[0];//getFirst
Key->frame=0;
}
Key=&RotationKeys.getLast();
if (Key->frame!=AnimationFrames)
{
RotationKeys.push_back(*Key);
Key=&RotationKeys.getLast();
Key->frame=AnimationFrames;
}
}
}
}
//Needed for animation and skinning...
CalculateGlobalMatrixes(0,0);
//animateMesh(0, 1);
//buildAll_LocalAnimatedMatrices();
//buildAll_GlobalAnimatedMatrices();
//rigid animation for non animated meshes
for (i=0; i<AllJoints.size(); ++i)
{
for (u32 j=0; j<AllJoints[i]->AttachedMeshes.size(); ++j)
{
SSkinMeshBuffer* Buffer=(*SkinningBuffers)[ AllJoints[i]->AttachedMeshes[j] ];
Buffer->Transformation=AllJoints[i]->GlobalAnimatedMatrix;
}
}
}
scene::SSkinMeshBuffer *CSkinnedMesh::createBuffer()
{
scene::SSkinMeshBuffer *buffer=new scene::SSkinMeshBuffer();
LocalBuffers.push_back(buffer);
return buffer;
}
CSkinnedMesh::SJoint *CSkinnedMesh::createJoint(SJoint *parent)
{
SJoint *joint=new SJoint;
AllJoints.push_back(joint);
if (!parent)
{
//Add root joints to array in finalize()
}
else
{
//Set parent (Be careful of the mesh loader also setting the parent)
parent->Children.push_back(joint);
}
return joint;
}
CSkinnedMesh::SPositionKey *CSkinnedMesh::createPositionKey(SJoint *joint)
{
if (!joint)
return 0;
SPositionKey *key;
joint->PositionKeys.push_back(SPositionKey());
key=&joint->PositionKeys.getLast();
key->frame=0;
return key;
}
CSkinnedMesh::SScaleKey *CSkinnedMesh::createScaleKey(SJoint *joint)
{
if (!joint)
return 0;
SScaleKey *key;
joint->ScaleKeys.push_back(SScaleKey());
key=&joint->ScaleKeys.getLast();
return key;
}
CSkinnedMesh::SRotationKey *CSkinnedMesh::createRotationKey(SJoint *joint)
{
if (!joint)
return 0;
SRotationKey *key;
joint->RotationKeys.push_back(SRotationKey());
key=&joint->RotationKeys.getLast();
return key;
}
CSkinnedMesh::SWeight *CSkinnedMesh::createWeight(SJoint *joint)
{
if (!joint)
return 0;
joint->Weights.push_back(SWeight());
SWeight *weight=&joint->Weights.getLast();
//Could do stuff here...
return weight;
}
void CSkinnedMesh::normalizeWeights()
{
// note: unsure if weights ids are going to be used.
// Normalise the weights on bones....
u32 i,j;
core::array< core::array<f32> > Vertices_TotalWeight;
for (i=0; i<LocalBuffers.size(); ++i)
{
Vertices_TotalWeight.push_back(core::array<f32>());
Vertices_TotalWeight[i].set_used(LocalBuffers[i]->getVertexCount());
}
for (i=0; i<Vertices_TotalWeight.size(); ++i)
for (j=0; j<Vertices_TotalWeight[i].size(); ++j)
Vertices_TotalWeight[i][j] = 0;
for (i=0; i<AllJoints.size(); ++i)
{
SJoint *Joint=AllJoints[i];
for (j=0; j<Joint->Weights.size(); ++j)
{
if (Joint->Weights[j].strength<=0)//Check for invalid weights
{
Joint->Weights.erase(j);
j--;
}
else
{
Vertices_TotalWeight[ Joint->Weights[j].buffer_id ] [ Joint->Weights[j].vertex_id ] += Joint->Weights[j].strength;
}
}
}
for (i=0; i<AllJoints.size(); ++i)
{
SJoint *Joint=AllJoints[i];
for (j=0; j< Joint->Weights.size(); ++j)
{
f32 total = Vertices_TotalWeight[ Joint->Weights[j].buffer_id ] [ Joint->Weights[j].vertex_id ];
if (total != 0 && total != 1)
Joint->Weights[j].strength /= total;
}
}
}
void CSkinnedMesh::recoverJointsFromMesh(core::array<IBoneSceneNode*> &JointChildSceneNodes)
{
for (u32 i=0;i<AllJoints.size();++i)
{
IBoneSceneNode* node=JointChildSceneNodes[i];
SJoint *joint=AllJoints[i];
node->setPosition( joint->LocalAnimatedMatrix.getTranslation() );
node->setRotation( joint->LocalAnimatedMatrix.getRotationDegrees() );
//node->setScale( joint->LocalAnimatedMatrix.getScale() );
node->positionHint=joint->positionHint;
node->scaleHint=joint->scaleHint;
node->rotationHint=joint->rotationHint;
//node->setAbsoluteTransformation(joint->GlobalMatrix); //not going to work
//Note: This updateAbsolutePosition will not work well if joints are not nested like b3d
//node->updateAbsolutePosition();
}
}
void CSkinnedMesh::transferJointsToMesh(const core::array<IBoneSceneNode*> &JointChildSceneNodes)
{
for (u32 i=0;i<AllJoints.size();++i)
{
IBoneSceneNode* node=JointChildSceneNodes[i];
SJoint *joint=AllJoints[i];
joint->LocalAnimatedMatrix.setTranslation( node->getPosition() );
joint->LocalAnimatedMatrix.setRotationDegrees( node->getRotation() );
//joint->LocalAnimatedMatrix.setScale( node->getScale() );
joint->positionHint=node->positionHint;
joint->scaleHint=node->scaleHint;
joint->rotationHint=node->rotationHint;
}
//Remove cache, temp...
lastAnimatedFrame=-1;
lastSkinnedFrame=-1;
BoneControlUsed=true;
}
void CSkinnedMesh::createJoints(core::array<IBoneSceneNode*> &JointChildSceneNodes,
IAnimatedMeshSceneNode* AnimatedMeshSceneNode, ISceneManager* SceneManager)
{
u32 i;
//Create new joints
for (i=0;i<AllJoints.size();++i)
{
IBoneSceneNode* node = new CBoneSceneNode(0, SceneManager, 0, i, AllJoints[i]->Name.c_str());
JointChildSceneNodes.push_back(node);
}
//Match up parents
for (i=0;i<JointChildSceneNodes.size();++i)
{
IBoneSceneNode* node=JointChildSceneNodes[i];
SJoint *joint=AllJoints[i]; //should be fine
s32 parentID=-1;
for (u32 j=0;j<AllJoints.size();++j)
{
if (i!=j && parentID==-1)
{
SJoint *parentTest=AllJoints[j];
for (u32 n=0;n<parentTest->Children.size();++n)
{
if (parentTest->Children[n]==joint)
{
parentID=j;
break;
}
}
}
}
if (parentID!=-1)
node->setParent( JointChildSceneNodes[parentID] );
else
node->setParent( AnimatedMeshSceneNode );
node->drop();
}
}
void CSkinnedMesh::convertMeshToTangents()
{
// now calculate tangents
for (u32 b=0; b < LocalBuffers.size(); ++b)
{
if (LocalBuffers[b])
{
LocalBuffers[b]->MoveTo_Tangents();
s32 idxCnt = LocalBuffers[b]->getIndexCount();
u16* idx = LocalBuffers[b]->getIndices();
video::S3DVertexTangents* v =
(video::S3DVertexTangents*)LocalBuffers[b]->getVertices();
for (s32 i=0; i<idxCnt; i+=3)
{
calculateTangents(
v[idx[i+0]].Normal,
v[idx[i+0]].Tangent,
v[idx[i+0]].Binormal,
v[idx[i+0]].Pos,
v[idx[i+1]].Pos,
v[idx[i+2]].Pos,
v[idx[i+0]].TCoords,
v[idx[i+1]].TCoords,
v[idx[i+2]].TCoords);
calculateTangents(
v[idx[i+1]].Normal,
v[idx[i+1]].Tangent,
v[idx[i+1]].Binormal,
v[idx[i+1]].Pos,
v[idx[i+2]].Pos,
v[idx[i+0]].Pos,
v[idx[i+1]].TCoords,
v[idx[i+2]].TCoords,
v[idx[i+0]].TCoords);
calculateTangents(
v[idx[i+2]].Normal,
v[idx[i+2]].Tangent,
v[idx[i+2]].Binormal,
v[idx[i+2]].Pos,
v[idx[i+0]].Pos,
v[idx[i+1]].Pos,
v[idx[i+2]].TCoords,
v[idx[i+0]].TCoords,
v[idx[i+1]].TCoords);
}
}
}
}
void CSkinnedMesh::calculateTangents(
core::vector3df& normal,
core::vector3df& tangent,
core::vector3df& binormal,
core::vector3df& vt1, core::vector3df& vt2, core::vector3df& vt3, // vertices
core::vector2df& tc1, core::vector2df& tc2, core::vector2df& tc3) // texture coords
{
core::vector3df v1 = vt1 - vt2;
core::vector3df v2 = vt3 - vt1;
normal = v2.crossProduct(v1);
normal.normalize();
// binormal
f32 deltaX1 = tc1.X - tc2.X;
f32 deltaX2 = tc3.X - tc1.X;
binormal = (v1 * deltaX2) - (v2 * deltaX1);
binormal.normalize();
// tangent
f32 deltaY1 = tc1.Y - tc2.Y;
f32 deltaY2 = tc3.Y - tc1.Y;
tangent = (v1 * deltaY2) - (v2 * deltaY1);
tangent.normalize();
// adjust
core::vector3df txb = tangent.crossProduct(binormal);
if (txb.dotProduct(normal) < 0.0f)
{
tangent *= -1.0f;
binormal *= -1.0f;
}
}
} // end namespace scene
} // end namespace irr
#endif // _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_